// This file is merged from the forces.cpp and social_forces_baseline.cpp // The goal is that we from now on only have one file as our baseline // This should make it more easy in the future to implement optimizations // Our naming convention from now on is: variant_.cpp (Please make sure to keep that consistent, otherwise our Makefile wont work anymore) #include "../headers/board.hpp" #include "../headers/constants.hpp" #include "../headers/forces.hpp" #include "../headers/pedestrian.hpp" #include "../headers/social_force.hpp" #include "../headers/vector2d.hpp" #include #include #include #include #include // keep — forces code uses unqualified sqrt/exp #include #include #include #define SEED 42 #define BOARD_WIDTH 10.0 #define BOARD_LENGTH 50.0 #define WALL_EPS 1e-3 #define BOARD_WIDTH_MINUS_WALL_EPS 9.999 #ifndef RANDOM_SEED #define RANDOM_SEED 0 #endif #ifndef BENCHMARK #define BENCHMARK 0 #endif using namespace std; // forces.cpp // Flop count: 3 ADDs, 7 MULTs (no SQRT, no branch) // Branchless + sqrt-free: cos_phi < 0 so f.norm()*cos_phi <= 0. // - If dot >= 0: condition is trivially true. // - If dot < 0: both sides non-positive; square them safely: // dot^2 <= f.dot(f) * cos_phi^2. // Bitwise | (not ||) keeps both sides evaluated and avoids a branch. double w(Vector2d e, Vector2d f) { double dot = e.x * f.x + e.y * f.y; double f_dot_f = f.x * f.x + f.y * f.y; double cond = (dot >= 0.0) | (dot * dot <= f_dot_f * cos_phi_sq); return c_neg_times_dt + cond * (dt_neg - c_neg_times_dt); } // Flop count: 2 ADDs, 4 MULTs Vector2d acceleration_term_dt(const Pedestrian &alpha) { // # 2 MULTs Vector2d desired_velocity = alpha.e * alpha.desired_v0; Vector2d actual_velocity = alpha.curr_vel; // # 2 ADDs, 2 MULTs Vector2d f_alpha_0_dt = (desired_velocity - actual_velocity) * dt_times_tau_alpha_inv; return f_alpha_0_dt; } // Flop count: 12 ADDs, 23 MULTs, 1 DIV, 4 SQRTs, 1 EXP Vector2d pedestrian_repulsion_dt(const Pedestrian &alpha, const Pedestrian &beta) { // # 2 ADDs // $\vec{r}_{\alpha\beta}$ Vector2d r_ab = alpha.curr_pos - beta.curr_pos; // # 1 ADD, 2 MULTs, 1 SQRT // $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert$ double r_ab_norm = r_ab.norm(); r_ab_norm = r_ab_norm > EPS ? r_ab_norm : EPS; // Avoid division by zero // $v_\beta \Delta t \vec{e}_\beta$ Vector2d s_b_e = beta.s_b_e; // # 2 ADDs // $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$ Vector2d r_ab2 = r_ab - s_b_e; // # 1 ADD, 2 MULTs, 1 SQRT // $\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$ double r_ab2_norm = r_ab2.norm(); r_ab2_norm = r_ab2_norm > EPS ? r_ab2_norm : EPS; // Avoid division by zero // # 1 ADD // $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$ double r_ab_norm_sum = r_ab_norm + r_ab2_norm; // # 1 ADD, 1 MULTs, 1 SQRT // // $2b = \sqrt{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$ // double two_b_sq = r_ab_norm_sum * r_ab_norm_sum - beta.s_b_sq; two_b_sq = two_b_sq > EPS_SQ ? two_b_sq : EPS_SQ; // Avoid sqrt of negative and avoid division by zero double two_b = sqrt(two_b_sq); // # 5 MULTs, 1 DIV, 1 EXP // // $\frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert\,\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}$ // double scalar_mult_common = (r_ab_norm_sum / (two_b * r_ab_norm * r_ab2_norm)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b * NEG_TWO_SIGMA_INV)); // # 1 MULT // // $\frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert}$ // double scalar_mult_r_ab = scalar_mult_common * r_ab2_norm; // # 1 MULT // // $\frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}$ // double scalar_mult_r_ab2 = scalar_mult_common * r_ab_norm; // # 2 ADDs, 4 MULTs // // $\vec{-f}_{\alpha \beta}(\vec{r}_{\alpha \beta}) = \frac{-V^0_{\alpha \beta}}{2\sigma}e^{-b / \sigma} 2\grad_{\vec{r}_{\alpha \beta}}b $ // // // $= \frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert}\,\vec{r}_{\alpha \beta} + \frac{-V^0_{\alpha\beta}}{2\sigma}\,e^{-b/\sigma}\,\frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} - // v_\beta \Delta t \vec{e}_\beta \Arrowvert}\,(\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta)$ // // // // $2\grad_{\vec{r}_{\alpha \beta}}b = \frac{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)(\frac{\vec{r}_{\alpha \beta}}{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert} + \frac{\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta}{\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert})}{2b}$ // // // $= \frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert}\,\vec{r}_{\alpha \beta} + \frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b\,\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}\,(\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta)$ // // Vector2d f_alpha_beta_neg = r_ab * scalar_mult_r_ab + r_ab2 * scalar_mult_r_ab2; // # 2 ADDs, 7 MULTs, 1 SQRT // // $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha \beta}).dt = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta}(\vec{r}_{\alpha \beta})).\vec{f}_{\alpha\beta}(\vec{r}_{\alpha \beta}).dt$ // Vector2d f_alpha_beta_dt = f_alpha_beta_neg * w(alpha.e, f_alpha_beta_neg); return f_alpha_beta_dt; } // Flop count: 10 ADDs, 18 MULTs, 1 DIVs, 2 SQRTs, 1 EXP Vector2d obstacle_repulsion_dt(const Pedestrian &alpha, const Obstacle &B) { // # 7 ADDs, 5 MULTs // $\vec{r}_{\alpha B}$ Vector2d r_aB = alpha.curr_pos - B.find_nearest_obstacle_point(alpha.curr_pos); // # 1 ADD, 2 MULTs, 1 SQRT // $\Arrowvert \vec{r}_{\alpha B} \Arrowvert$ double r_aB_norm = r_aB.norm(); r_aB_norm = r_aB_norm > EPS ? r_aB_norm : EPS; // Avoid division by zero // # 2 MULTs, 1 DIV, 1 EXP // // $\frac{-U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R}$ // double scalar_mult = (NEG_U0_AB_div_R * exp(r_aB_norm * NEG_R_INV)) / r_aB_norm; // # 2 MULTs // // $-\vec{F}_{\alpha B}(\vec{r}_{\alpha B}) = \frac{-U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R} \frac{\vec{r}_{\alpha B}}{\Arrowvert \vec{r}_{\alpha B} \Arrowvert}$ // Vector2d f_alpha_B_neg = r_aB * scalar_mult; // # 2 ADDs, 7 MULTs, 1 SQRT // // $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha B}).dt = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B}(\vec{r}_{\alpha B})).\vec{F}_{\alpha B}(\vec{r}_{\alpha B}).dt$ // Vector2d f_alpha_B_dt = f_alpha_B_neg * w(alpha.e, f_alpha_B_neg); return f_alpha_B_dt; } // social_force_baseline.cpp Pedestrian *init_pedestrians(int n_p) { #if RANDOM_SEED random_device rd; // Platform-provided random seed source. mt19937 gen(rd()); // Non-reproducible initialization. #else mt19937 gen(SEED); // Reproducible initialization. #endif normal_distribution velocity_gen(v0_mean, v0_std_dev); uniform_real_distribution y_gen(0.3, BOARD_WIDTH - 0.3); uniform_real_distribution x_gen_left(2.0, BOARD_LENGTH / 2.0); uniform_real_distribution x_gen_right(BOARD_LENGTH / 2.0, BOARD_LENGTH - 2.0); Pedestrian *P = new Pedestrian[n_p]; int n_p_half = n_p / 2; // Group of pedestrians walking from left to right. for (int i = 0; i < n_p_half; i++) { double x = x_gen_left(gen); double y = y_gen(gen); Vector2d start_pos = Vector2d(x, y); Vector2d destination = Vector2d(BOARD_LENGTH + 30.0, y); Vector2d init_e = destination - start_pos; double init_e_norm = init_e.norm(); Vector2d init_e_unit = init_e / init_e_norm; // Reject near-zero desired speeds to avoid pedestrians that barely move, // and reject negative speeds because they would reverse the intended // walking direction. double desired_v0; do { desired_v0 = velocity_gen(gen); } while (desired_v0 <= 0.1); double v_max = 1.3 * desired_v0; P[i] = Pedestrian(WHITE, Vector2d(), start_pos, init_e_unit, v_max, desired_v0, destination); } // Group of pedestrians walking from right to left. for (int i = n_p_half; i < n_p; i++) { double x = x_gen_right(gen); double y = y_gen(gen); Vector2d start_pos = Vector2d(x, y); Vector2d destination = Vector2d(-30.0, y); Vector2d init_e = destination - start_pos; double init_e_norm = init_e.norm(); Vector2d init_e_unit = init_e / init_e_norm; // Reject near-zero desired speeds to avoid pedestrians that barely move, // and reject negative speeds because they would reverse the intended // walking direction. double desired_v0; do { desired_v0 = velocity_gen(gen); } while (desired_v0 <= 0.1); double v_max = 1.3 * desired_v0; P[i] = Pedestrian(BLACK, Vector2d(), start_pos, init_e_unit, v_max, desired_v0, destination); } return P; } Board init_board_without_obstacles() { return Board(BOARD_LENGTH, BOARD_WIDTH, 0, nullptr); } int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, const char *dump_path) { #if BENCHMARK // Avoid compiler unused parameter warning (void)dump_path; #endif #if !BENCHMARK const int dump_interval = 1; // Each sample stores: time step, pedestrian id, x, y, e.x, e.y, color. vector> samples; if (dump_path) { samples.reserve(static_cast(n_iter / dump_interval + 1) * n_p); // Store the initial state before the first simulation step. for (int i = 0; i < n_p; i++) { Pedestrian &p = pedestrians[i]; samples.emplace_back(0, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color); } } #endif for (int t = 0; t < n_iter; t++) { // Pass 1: Compute all forces from the current state. for (int i = 0; i < n_p; i++) { Pedestrian &p = pedestrians[i]; // # 2 ADDs, 4 MULTs // // $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$ // Vector2d f_alpha_dt = acceleration_term_dt(p); // # (N-1) * (12 ADDs, 23 MULTs, 1 DIV, 4 SQRTs, 1 EXP) // + (N-1) * 2 ADDs // // $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha},\vec{r}_{\alpha} - \vec{r}_{\beta})$ // // for (int j = 0; j < n_p; j++) { // if (i == j) // continue; // // f_alpha_dt += pedestrian_repulsion_dt(p, pedestrians[j]); //} for (int j = 0; j < i; j++) { f_alpha_dt += pedestrian_repulsion_dt(p, pedestrians[j]); } for (int j = i + 1; j < n_p; j++) { f_alpha_dt += pedestrian_repulsion_dt(p, pedestrians[j]); } // # board.n_obstacles * (10 ADDs, 18 MULTs, 1 DIV, 2 SQRTs, 1 EXP) // + board.n_obstacles * 2 ADDs // // $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$ // for (int k = 0; k < board.n_obstacles; k++) { f_alpha_dt += obstacle_repulsion_dt(p, board.obstacles[k]); } // # 2 ADDs // // // $\frac{d\vec{w}_\alpha}{dt} = \vec{F}_{\alpha}(t)$ // p.w += f_alpha_dt; } // Pass 2: Update pedestrian states after all forces have been computed. // # (7 ADDs, 16 MULTs, 2 DIVs, 3 SQRTs) * n_p for (int i = 0; i < n_p; i++) { Pedestrian &p = pedestrians[i]; // # 1 ADD, 2 MULTs, 1 SQRT double w_norm = p.w.norm(); double w_norm2 = w_norm > EPS ? w_norm : EPS; // Avoid division by zero. // # 1 DIV double correction_factor = std::min(1.0, p.v_max / w_norm2); // # 2 MULTs p.curr_vel = p.w * correction_factor; // # 2 ADDs, 2 MULTs // // $\vec{r}_i^{t+1} = \vec{r}_i^t + \vec{v}_i^t dt$ // p.curr_pos = p.curr_pos + p.curr_vel * dt; // When a pedestrian reaches the end of the corridor, teleport them back // to the opposite entrance while keeping the same y-coordinate. This // maintains a constant pedestrian flow and makes lane formation easier to // observe. if (p.color == WHITE && p.curr_pos.x > (BOARD_LENGTH - 1.5)) { p.curr_pos.x = 1.0; p.destination.y = p.curr_pos.y; p.w = Vector2d(p.desired_v0, 0.0); p.curr_vel = p.w; } if (p.color == BLACK && p.curr_pos.x < 1.5) { p.curr_pos.x = BOARD_LENGTH - 1.0; p.destination.y = p.curr_pos.y; p.w = Vector2d(-p.desired_v0, 0.0); p.curr_vel = p.w; } // Keep pedestrians inside the board boundaries. p.curr_pos.y = clamp(p.curr_pos.y, WALL_EPS, BOARD_WIDTH_MINUS_WALL_EPS); // # 2 ADDs Vector2d e = p.destination - p.curr_pos; // # 1 ADD, 2 MULTs, 1 DIV, 1 SQRT double e_norm = e.norm(); double e_norm2 = std::fmax(e_norm, EPS); // Avoid division by zero. double e_norm_inv = 1.0 / e_norm2; // # 2 MULTs p.e = e * e_norm_inv; // # 1 ADD, 2 MULTs double velocity_norm_sq = p.curr_vel.dot(p.curr_vel); // # 1 SQRT double velocity_norm = std::sqrt(velocity_norm_sq); // # 1 MULT p.s_b_sq = velocity_norm_sq * delta_t_sq; // # 3 MULTs p.s_b_e = p.e * (velocity_norm * delta_t); #if !BENCHMARK // Store the current pedestrian state for visualization. if (dump_path && (t % dump_interval == 0)) { samples.emplace_back(t + 1, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color); } #endif } } #if !BENCHMARK // Export recorded simulation states to CSV. if (dump_path) { ofstream out(dump_path); out << "time,id,x,y,p.e.x,p.e.y,color\n"; for (auto &[t, id, x, y, e_x, e_y, c] : samples) { out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n'; } } #endif return 0; }